V5 Suggestions.

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Re: V5 Suggestions.

Postby JG Chan on 10 Mar 2010, 02:28

Sun Tang wrote:I guess it just feels to me like knowing and seeing everyones skills and stats is a drawback and everyone uses that info Oocly so blatantly.

I wish I could conceal my abilities or at least some of them and limit who can know what I am good at and not good at. I wouldn't mind people knowing IC through interaction or someone spying on me, or my unit or the city I reside in at least.


Heh, if that's the reason for the suggestion, I can't say that I disagree with the idea. ^^; Even though I'm a recruiter myself, it feels strange to suddenly know that much about a person and write to them. But then again, that process can also help new players get into the game, so...

Anyway, yeah, it really comes down to an implementation issue. To keep that much info hidden while still allowing the player to edit his own stuff as needed would either take a LOT of staff work, or some kind of built-in system like the one on HoC, if I remember right, which has its own issues. Either way, I doubt it's something that can be done in the near future.
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Re: V5 Suggestions.

Postby Junts on 10 Mar 2010, 04:35

I've been thinking about battle flow problems recently having read the last few turns worth of wars. I consequently have two separate suggestions. The first is fairly radical and I suppose its unlikely to institute such a significant change in this edition. The second is smaller.

------

Morale and Food



Food management has only rarely been a major concern on SimRTK. For a long time, battles long enough for food to be an issue were quite rare, and battles that went more than 10 turns were exceptionally uncommon. Battles were usually won via withdrawal or via capitalizing on the various instant-win conditions that have been removed from the battle system over time (capture of a hq in a city, defeat of a commander in chief, for example, both used to instantly rout the opposing force).

However, the removal of these two instant victory conditions simply turned them into 2 turn victory conditions, as these units are by far most likely to be the ones that control food supply, and running out of food pretty much guarantees that you will lose the battle. The penalties for having no food have not changed at all over time, and they are incredibly severe (as they should be!). However, the consequence works out to being that, unless your own food is about to fall in a single turn as well, you lose the battle.

This is just the latest in the series of easy victory conditions, and while its a little less easy (because it takes 2 or 3 turns) than the old ones, its still easy and guaranteed victory. I think most people would agree that having food be a major logistical issue is an improvement, but I think it's one we can improve further. In addition, I think in doing so we can add another real battle tactics issue to SimRTK: real supply lines.

Consequently, I come to the following suggestion:

No longer will one unit manage food for an entire army, or one location control it all (be that the cic, headquarters of the city, etc). Instead, every unit will be capable of carrying its own food supply, but only up to a limit of 30 days worth of food. A unit that runs out of food will have its morale decay separately from its own force (and quickly rout with the assocated penalties to everyone else). However, this will not add a major logistical concern for battle runners, because nothing else will control morale on an individual unit level: a GM will only have to account for unique unit morale when a unit has run out of food.

How, then, will extended battles take place? These are becoming increasingly common, and its good that they have. This, too, is simple.

In Cities: As now, the headquarters will control excess food. In order to resupply, units must be within the city. Units that are outside the city must be re-supplied manually. However, they will automatically re-supply as long as they are within the city itself.

Similarly with gates and forts, units in close proximity to their gates and forts can re-supply from those locations. Similarly, these locations should recieve a headquarters building that can be captured with the associated penalties (the HQ will appear when a fortification is built or exists .. open battlefields lack one unless a fort is constructed. Simple).

What about attackers? Or defenders who persue a counter-attack outside their cities or away from their forts or gates?

They must resupply by moving into proximity with another unit with food. This can be made to take a battle action or it can be automatic (I would lean to automatic). And then we get to the fun:

Logistics:

Logistics does the following:

A unit with logistics on the headquarters extends the auto-supply range for the army by 4-6 hexes. A unit with logistics may carry more than 30 days worth of food at once. A unit with logistics may re-supply another unit from 2 hexes away.

This makes logistics a more active process and food supply something that gets into tactics - intercepting another unit to prevent food resupply, etc, is a valid tactic in an extended battle, and so is destroying an enemy unit to take their food. This makes food situations more fluid on both sides instead of simply an inevitable, ticking clock of doom. Considering the cost of the skill right now, I don't believe adding all these features to what it does now would make it overpowered. I would, however, adjust it to only affect your own unit in terms of lower food consumption, instead of force-wide, even for commanders. Since commanders won't control the whole food supply anymore, this is only logical.

However, this relates to something important that needs to be changed, anyway:

Reinforcing extended battles on a KT invasion needs to not have the 2-turn arrival delay. Its nonsensical that the first invasion to a city takes no time waste, but a second invasion launched the next turn to reinforce will arrive 2 turns later, and consequently the first battle actually goes 12 turns before the arrival of reinforcements. This is a problem for the food situation, but its also a problem that punishes layered troop reinforcement in a silly way. Either it takes 2 turns to arrive in siege, or it doesn't, and it should be consistent between the first invasion and subsequent forces being sent into the battle.

This should produce a more realistic and controllable food situation that is much more strategically and tactically demanding, without being outright, brutally punishing. The main addition of work for battle-runners will be doing the food math extra times per turn, but that's always been pretty much instant math anyway.

edit: Oh, and for fun, lets make any attack that causes a fire in the square of a unit destroy some of its food as well. If I see you're near starving, maybe I'll want to fire attack your hex to speed it up by a turn, especially since damaging you will lower your food consumption (by making you have less units). The amount of food lost per fire per turn should be pretty low, though, and only apply if the hex is actually on fire, not simply a fire-based attack that fails to ignite the hex (eg missile).

----

Ad Hoc Duels.

Ad hoc duels are great. They're realistic, they reward having a decent to solid war statistic. However, they have two flaws:

1: they are draws around 90% of the time
> A: Unless there is an injury (see Deng Ai), the draws are completely non-decisive
2: they cause significant battle delay for tactics
3: when they result in neither an injury or a victor, they are basically nothing but wasted time.

Extending them so that one general always lost would be problematic: it would make for a too-easy way to destroy an enemy unit by capturing its commander in an ad-hoc duel instead of fighting it. So that's not the solution. Instead, lets use this simple result:

The person with more hit points remaining (or who didn't flee) is the person who wins the duel, even if neither is defeated. This is the person who retired from the battle first, automatically. Consequently, the penalties for battle-duel loss (the small morale adjustments) apply.

In this fashion, ad-hoc duels will always make a difference, unless in the very rare situation that people end duels with the same hit points. This could even be extended to draws when people end within 2-3 hit points of each other, so that duels are a little more possible. However, it makes the majority of them impact the battle in some fashion and creates an incentive to do something in them besides spam potential wound-causing attacks that will actually harm the enemy general for the rest of the battle.

Its problematic that something that adds an extra 12-24 hours to a battle post for tactic submissions is so rarely decisive. Its great when they are (like Deng Ai's injury right now) but it's a bit too uncommon. The ad-hoc duels are not so common (they don't even happen once a battle) and they should do something .. at all .. when they pop up.
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Re: V5 Suggestions.

Postby Taishi Guang on 10 Mar 2010, 05:22

The whole issues with unit food, resupplying, and logistics that you propose just seems to add more complexity where there is too much already. I think an easier method, to combat the issue that prompted this, would be to have individual unit morale. Or to go even further, get rid of supply units and have a 'supply line'; something that isn't accounted for on the battle map and can't be attacked, and allows supplies to be used by the entire force. Basically it is a concept, not anything tangible. At the conclusion of the battle, the victors could have a rolled chance to 'raid' the 'supply line' for some rolled percentage of the remaining spoils.

As far as ad-hoc's, why not extend the rounds until someone flees or is captured? There are conditions for fleeing, no? Having 1 more HP shouldn't decide the winner when both have a good amount of HP left. The guy with 1 more HP could miss an attack in the next round and the tide will be entirely turned.
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Re: V5 Suggestions.

Postby Junts on 10 Mar 2010, 06:34

Taishi Guang wrote:The whole issues with unit food, resupplying, and logistics that you propose just seems to add more complexity where there is too much already. I think an easier method, to combat the issue that prompted this, would be to have individual unit morale. Or to go even further, get rid of supply units and have a 'supply line'; something that isn't accounted for on the battle map and can't be attacked, and allows supplies to be used by the entire force. Basically it is a concept, not anything tangible. At the conclusion of the battle, the victors could have a rolled chance to 'raid' the 'supply line' for some rolled percentage of the remaining spoils.

As far as ad-hoc's, why not extend the rounds until someone flees or is captured? There are conditions for fleeing, no? Having 1 more HP shouldn't decide the winner when both have a good amount of HP left. The guy with 1 more HP could miss an attack in the next round and the tide will be entirely turned.


While I agree, I lean away from allowing ad-hocs to lead to a definitive 0 hp situation because it would just be too easy to spam the attacks that cause ad-hoc duels (like raids) at high int/lead, low war officers until you got them into a duel, and then capture them and eliminate their units with much less loss than facing them straight up.

If people weren't captured automatically when defeated in a deathmatch duel, it would be one thing, but since they are its a fairly significant problem to force the 90-50-85 guy into a duel he can't escape from.

I do agree that the food issue would complicate battles enormously for players. I have no problem with that! It doesn't, however, complicate it too much for the people running the battles. Things that make battle tactics harder to do infallibly are always good, and if they do so in a way that doesn't make the battle much more difficult for the gm in question, all the better.

I agree that I would prefer both independent food and independent morale for units, but my guess is that independent morale would be an overly complicating matter that is not likely to be accepted by the staff. However, their added work from a change like this is pretty low, but the tactical demands it places on both invaders and defenders are fairly significant, without producing situations where forces are auto-routed due to one unit's defeat, which are a major problem as they let people win battles with unacceptably low losses. Its just too easy to win the battle by wiping out the food source to get a rout, just like cic defeat and hq capture were too easy. Making people require either particularly bad tactics by their foe or particular genius to win battles without losing half their armies is a good thing: adding new cities is a lot of momentum, and blunting it by having those cities be expensive to capture is important. When people capture new resources for little loss, they're usually able to grow too quickly and sustainably. Grabbing new territory should cause real issues with maintaining your defensive integrity in the short term, and it doesn't necessarily do that reliably because so many battles are won in lopsided fashion due to morale wins instead of actual battlefield wins or forced withdrawals. Beating someone on morale and capturing 120 free units can still, if you do it right, mean you lose barely any to no (and may even gain a few) units in net for winning a major battle, which is something that battle design needs to avoid.
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Re: V5 Suggestions.

Postby Taishi Guang on 10 Mar 2010, 07:06

Ad-Hoc: I respectfully disagree with that assumption, as I think it was based on a misinterpretation on what I was suggesting. I wasn't suggesting to make all ad-hoc duels 'go the distance', but instead allow them to continue past round 10 until someone hits their escape condition or 0 HP (if they chose to not attempt escape); whatever they specified in their tactics.

An example: Say me and you fight. I choose to fight to 0 HP, you choose to escape at 25 HP. You are whoopin my butt. I have 15 HP left and you have 45 HP left at the end of Round 10. The duel continues because neither has reached their escape condition. Eventually I hit 0 HP before you hit 25 HP. You win. Duel over.

Food: I can't really say much more, except that I entirely agree with your assesment of the problems with the current system. I just have a personal issue with over-complicating additions :D
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Re: V5 Suggestions.

Postby Ranbir on 10 Mar 2010, 16:53

Things that make battle tactics harder to do infallibly are always good


Not really, it just means only those willing to spend that much more man hours into it will benefit. The game already takes a ridiculous amount of time to figure out and then do. Making it harder is going to just 'price the majority of punters out', so to speak. The goal should be to widen the door so they too can take part.

Things like: -Example: "Units that are outside the city must be re-supplied manually."- Are just creating unnecessary work steps, in my opinion. Same thing from so many different situational battle actions to account for manually, unnecessary steps to make aware.

I disagree with moving food into a unit-by-unit basis. I do think, however, the food supply process can be smoothed.

I do agree with giving units separate morale but I would suggest that take over from the TP's spot. Alluding to an earlier suggestion that was made about cutting down on special attacks* and making them develop naturally based on what two units were doing and where and so forth.

*I think cool downs and other usage limitations, as we have it on some actions already, should be the main tool on them.

Now with individual morale but army-wide food: supply raids can be conducted on -any- unit. This represents an enemy taking advantage of the supply lines between the targeted unit and the supply unit/depot. The outcome is damage to that targeted unit's morale and food stolen.

This has opened up a new dynamic in battle without forcing complexity. Keep/build the mechanisms simple, the complexity will develop naturally.


----

ad-hocs - I wasn't really a fan of these things, at the time my suggestion was automate the clash with determined chances of, loss, win, injury, capture and even the off chance of death.

Given how ad-hocs are rare but dramatic. Make them proper death match duels, 10 rounds and finishes with a winner and loser. None of this stalemate malarkey.
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Re: V5 Suggestions.

Postby Kentalot on 10 Mar 2010, 17:13

Just a note junts: HQ capture is still auto-win, though I have been asking for that to be removed as the food penalties are already harsh enough that we don't need a special HQ capture = auto-win rule as it's almost auto-win anyway. Also getting rid of that also allows special rules like disallowing lure, taunt, charging of people on HQ rules to be gotten rid of at the same time, win-win!
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Re: V5 Suggestions.

Postby Ranbir on 10 Mar 2010, 17:25

The less special rules the better!
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Re: V5 Suggestions.

Postby Tarrot on 10 Mar 2010, 19:08

I would, in general, disagree with anything which makes the battles harder to write tactics for. Most kingdoms have someone who is pretty much their tactics writer (Xeni, Kent, and myself certainly fall into this category), due in large part to the relative complexity of tactics as they are. Adding another element to this would only make the wall for tactics writing that much larger and more daunting to other rulers. Individual unit morale would add an unneeded complication to the game, and I think the proposed system of units having their own food supplies would add another layer of complexity to the battles.

Now, on the food, I think that's actually a fairly good idea, although I would tweak the suggestion. Same thing, let units carry their own food/gold, and have any unit able to function as a supply unit, with Logistics improving their abilities/decreasing their punishments for taking the supply wagon with them, and not make it so you must have Logistics to act as a supply unit. As it stands, the re-supplying really only happens once a battle, if not more, and can be accounted for rather easily. To account for a unit without food, just make them suffer troop defections for 2/3 turns until said unit routes.

Ad-Hoc's: I wouldn't extend them, but I'd require that tactics-writers plan for ad-hoc tactics. Part of the thing with an ad-hoc battle is its supposed to be sudden and on the fly, where in general, you're not going to have the time to plan for what an enemy might do (ala a duel). To solve the flow issues with ad-hocs, I'd just require in-general ad-hoc duel tactics for all units, to be used in the case an ad-hoc occurs.
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Re: V5 Suggestions.

Postby Junts on 10 Mar 2010, 22:58

You know what would actually make me very happy, Ranbir?

Revmoing both TP and all morale effects on routing, damage, and defense, and using morale exactly the same way that rtk9 uses it: as tactic points.

Their answer to running out of food is that you lose 25% of your unit per turn with no food, which also makes plenty of sense to me.
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Re: V5 Suggestions.

Postby Xu Yuan on 10 Mar 2010, 23:27

Junts wrote:You know what would actually make me very happy, Ranbir?

Revmoing both TP and all morale effects on routing, damage, and defense, and using morale exactly the same way that rtk9 uses it: as tactic points.

Their answer to running out of food is that you lose 25% of your unit per turn with no food, which also makes plenty of sense to me.


RTK XI also uses Morale in a similar fashion. That is a great idea, also I like the idea of "cool downs" because, is it just me or is Jeer again and again and again and... ad infinitum simply too much? Also the food idea sounds good as well. It makes a good deal of sense.
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Re: V5 Suggestions.

Postby Ranbir on 11 Mar 2010, 00:13

Junts wrote:You know what would actually make me very happy, Ranbir?

Revmoing both TP and all morale effects on routing, damage, and defense, and using morale exactly the same way that rtk9 uses it: as tactic points.


It decreases what to track, that is good.
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Re: V5 Suggestions.

Postby Junts on 11 Mar 2010, 03:54

Ranbir wrote:
Junts wrote:You know what would actually make me very happy, Ranbir?

Revmoing both TP and all morale effects on routing, damage, and defense, and using morale exactly the same way that rtk9 uses it: as tactic points.


It decreases what to track, that is good.


It also makes training more reasonably valuable; troop training and morale have too great an impact battles as they swing right now. A system where they hard limit what tactics you can use (instead, ranks can give bonuses to tactic successs or effect) would make it valuable while not making it impossible to win with lower training troops if you have larger numbers or make sure the few tactics you do use are particularly well chosen and effective.
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Re: V5 Suggestions.

Postby Junts on 11 Mar 2010, 03:56

Xu Yuan wrote:
Junts wrote:You know what would actually make me very happy, Ranbir?

Revmoing both TP and all morale effects on routing, damage, and defense, and using morale exactly the same way that rtk9 uses it: as tactic points.

Their answer to running out of food is that you lose 25% of your unit per turn with no food, which also makes plenty of sense to me.


RTK XI also uses Morale in a similar fashion. That is a great idea, also I like the idea of "cool downs" because, is it just me or is Jeer again and again and again and... ad infinitum simply too much? Also the food idea sounds good as well. It makes a good deal of sense.



If you wanted there's no reason you can't spam a tactic. But your uses are limited so there's no situation where you have way more than you'd like to have.

Having higher ranks make things work often or more potently would be pretty wicked, too .. would lead to people being assigned appropriate ranks for what they do.
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Re: V5 Suggestions.

Postby Lionheart on 11 Mar 2010, 17:20

Tarrot wrote:Ad-Hoc's: I wouldn't extend them, but I'd require that tactics-writers plan for ad-hoc tactics. Part of the thing with an ad-hoc battle is its supposed to be sudden and on the fly, where in general, you're not going to have the time to plan for what an enemy might do (ala a duel). To solve the flow issues with ad-hocs, I'd just require in-general ad-hoc duel tactics for all units, to be used in the case an ad-hoc occurs.


I really like this idea. It makes sense, AND it makes battles go faster.
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